HLSL: Flatten a return struct from an entry point and assign locations after flattening.

Locations now get assigned in order, but skipping built-ins, which can be
done post flattening.
This commit is contained in:
John Kessenich
2016-09-16 01:44:43 -06:00
parent 7f702124ec
commit 7dc630f3da
93 changed files with 951 additions and 495 deletions

View File

@@ -150,7 +150,7 @@ gl_FragCoord origin is upper left
0:57 1.000000
0:59 Sequence
0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 Branch: Return
0:? Linker Objects
@@ -176,7 +176,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
Linked fragment stage:
@@ -333,7 +334,7 @@ gl_FragCoord origin is upper left
0:57 1.000000
0:59 Sequence
0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 Branch: Return
0:? Linker Objects
@@ -359,18 +360,19 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 179
// Id's are bound by 183
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 140
EntryPoint Fragment 4 "main" 140 180 182
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r10"
@@ -409,6 +411,8 @@ gl_FragCoord origin is upper left
Name 172 "g_tTexcdf4"
Name 175 "g_tTexcdi4"
Name 178 "g_tTexcdu4"
Name 180 "Color"
Name 182 "Depth"
Decorate 11(g_tTex1df4a) DescriptorSet 0
Decorate 15(g_sSamp) DescriptorSet 0
Decorate 15(g_sSamp) Binding 0
@@ -421,7 +425,6 @@ gl_FragCoord origin is upper left
Decorate 110(g_tTexcdi4a) DescriptorSet 0
Decorate 121(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 129(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 140(@entryPointOutput) Location 0
Decorate 145(g_tTex1df4) DescriptorSet 0
Decorate 145(g_tTex1df4) Binding 0
Decorate 148(g_tTex1di4) DescriptorSet 0
@@ -435,6 +438,8 @@ gl_FragCoord origin is upper left
Decorate 172(g_tTexcdf4) DescriptorSet 0
Decorate 175(g_tTexcdi4) DescriptorSet 0
Decorate 178(g_tTexcdu4) DescriptorSet 0
Decorate 180(Color) Location 0
Decorate 182(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -545,6 +550,10 @@ gl_FragCoord origin is upper left
176: TypeImage 42(int) Cube sampled format:Unknown
177: TypePointer UniformConstant 176
178(g_tTexcdu4): 177(ptr) Variable UniformConstant
179: TypePointer Output 102(fvec4)
180(Color): 179(ptr) Variable Output
181: TypePointer Output 6(float)
182(Depth): 181(ptr) Variable Output
4(main): 2 Function None 3
5: Label
8(r10): 7(ptr) Variable Function